Hi Justin
#1 Is there anything I need to do to get Behaviour Tree agents working in a multiplayer scene? We're using the UCC + Pun add on.
None of my behaviour trees get beyond the first node, there is a green line connecting to the first sequencer node but it never passes beyond that.
If we've used the Pun add on to convert our NPCs to Pun do we need to set the variables in behaviour designer to Network Sync?
Somewhat related, I can go an attack and kill an NPC. They will die and respawn but none of their animations are working. The just stand and withstand hits until the ragdol is enabled and they fall. So there is some functionality working, just not the animations and navmesh movement - as far as I can tell.
#2 Also, though relating specifically to UCC, with my interactions I get these errors:
EDIT: I migt have partially solved this by adding the PunInteractableMonitor to the game object that was causing the error so now I don't get the errors but nothing happens when I interact with the NPC - trying to trigger a conversation with Dialogue System.
For these do I need to make a custom interactable component?
Thank you,
Nathan
#1 Is there anything I need to do to get Behaviour Tree agents working in a multiplayer scene? We're using the UCC + Pun add on.
None of my behaviour trees get beyond the first node, there is a green line connecting to the first sequencer node but it never passes beyond that.
If we've used the Pun add on to convert our NPCs to Pun do we need to set the variables in behaviour designer to Network Sync?
Somewhat related, I can go an attack and kill an NPC. They will die and respawn but none of their animations are working. The just stand and withstand hits until the ragdol is enabled and they fall. So there is some functionality working, just not the animations and navmesh movement - as far as I can tell.
#2 Also, though relating specifically to UCC, with my interactions I get these errors:
EDIT: I migt have partially solved this by adding the PunInteractableMonitor to the game object that was causing the error so now I don't get the errors but nothing happens when I interact with the NPC - trying to trigger a conversation with Dialogue System.
Code:
Error: The object Bennelong must have a NetworkInteractable component.
UnityEngine.Debug:LogError(Object)
Opsive.UltimateCharacterController.Traits.Interactable:Interact(GameObject) (at Assets/Opsive/UltimateCharacterController/Scripts/Traits/Interactable.cs:91)
Opsive.UltimateCharacterController.Character.Abilities.Interact:DoInteract() (at Assets/Opsive/UltimateCharacterController/Scripts/Character/Abilities/Interact.cs:240)
Opsive.UltimateCharacterController.Game.ScheduledEvent:Invoke() (at Assets/Opsive/UltimateCharacterController/Scripts/Game/Scheduler.cs:80)
Opsive.UltimateCharacterController.Game.Scheduler:Invoke(ScheduledEventBase, Int32) (at Assets/Opsive/UltimateCharacterController/Scripts/Game/Scheduler.cs:661)
Opsive.UltimateCharacterController.Game.Scheduler:FixedUpdate() (at Assets/Opsive/UltimateCharacterController/Scripts/Game/Scheduler.cs:329)
CODE: SELECT ALL
Code:
NullReferenceException: Object reference not set to an instance of an object
Opsive.UltimateCharacterController.Traits.Interactable.Interact (UnityEngine.GameObject character) (at Assets/Opsive/UltimateCharacterController/Scripts/Traits/Interactable.cs:94)
Opsive.UltimateCharacterController.Character.Abilities.Interact.DoInteract () (at Assets/Opsive/UltimateCharacterController/Scripts/Character/Abilities/Interact.cs:240)
Opsive.UltimateCharacterController.Game.ScheduledEvent.Invoke () (at Assets/Opsive/UltimateCharacterController/Scripts/Game/Scheduler.cs:80)
Opsive.UltimateCharacterController.Game.Scheduler.Invoke (Opsive.UltimateCharacterController.Game.ScheduledEventBase scheduledEvent, System.Int32 index) (at Assets/Opsive/UltimateCharacterController/Scripts/Game/Scheduler.cs:661)
Opsive.UltimateCharacterController.Game.Scheduler.FixedUpdate () (at Assets/Opsive/UltimateCharacterController/Scripts/Game/Scheduler.cs:329)
For these do I need to make a custom interactable component?
Thank you,
Nathan
Last edited: